metaforce/hecl
Phillip Stephens 36f7e69aa8
Blender detection fixes
2022-01-10 21:54:18 -08:00
..
bintoc Use UTF-8 exclusively internally 2021-06-30 14:20:45 -04:00
blender Minor Blender 3.0 fixes, add ability to override blender in metaforce-gui 2022-01-08 17:56:28 -08:00
driver Use UTF-8 exclusively internally 2021-06-30 14:20:45 -04:00
extra
include/hecl Minor Blender 3.0 fixes, add ability to override blender in metaforce-gui 2022-01-08 17:56:28 -08:00
lib Blender detection fixes 2022-01-10 21:54:18 -08:00
shaderc Use UTF-8 exclusively internally 2021-06-30 14:20:45 -04:00
.gitignore Generate ApplicationReps.hpp in binary directory 2018-10-16 15:01:33 -10:00
ApplicationTools.cmake Updates based on universal branch 2021-06-11 21:19:33 -04:00
CMakeLists.txt Updates based on universal branch 2021-06-11 21:19:33 -04:00
DataSpecRegistry.hpp.in Minor fixes 2019-01-26 15:21:30 -08:00
Doxyfile
LICENSE Update copyright date 2018-01-02 14:23:18 -10:00
README.md Update README.md 2016-01-25 10:22:04 -10:00
bootstrap.sh

README.md

HECL (high-level, extensible combiner language)

HECL is a toolkit for building custom asset pipelines, assisting the development of conversion tools and runtime loaders.

The most significant feature is the intermediate HECL language, using an expressive command syntax to represent cross-platform shaders. This includes a common source representation and intermediate binary representation. Complete vertex and fragment shader programs are generated for supported platforms and may be built on-demand as part of a 3D application runtime.

# Combiner 1: Opaque *Diffuse* and *Emissive*
HECLOpaque(Texture(0, UV(0)) * Lighting() + Texture(1, UV(0)))

# Combiner 2: Alpha-blended single-texture
# (both texture-accesses folded to a single sample operation)
HECLAlpha(Texture(0, UV(0)), Texture(0, UV(0)).a)

# Combiner 3: Additive-blended single-texture
# (modern graphics APIs require blending configuration along with all shader configs)
HECLAdditive(Texture(0, UV(0)), Texture(0, UV(0)).a)

Beyond shaders, HECL also defines a rigged mesh format called HMDL. Meshes using this encoding interact with HECL, with pose transforms applied via the vertex shader.

For asset pipelines, HECL provides a project system with dependency-resolution much like an IDE or make. Assets in their editable representation are cooked in-bulk and whenever the source file is updated. Currently, blender is the only-supported input format for rigged meshes with node-materials.

Supported Backends

  • GLSL 330 (with optional SPIR-V conversion)
  • HLSL (Shader Model 4)
  • Metal 1.1
  • GX (complete TexCoordGen and TEV configs in intermediate structures)